Post subject: Re: A wide strategy, including green (but not Simic or Bant)

Posted: 2017-Dec-04 6:40 pm

Joined: 2014-Sep-13 7:28 amAge: Elder Dragon

Hazezon can help you go wide. His problem is that any spell that poops on him poops on your army. You could maybe find a dumb card that makes his Sand Warriors lose or both of those types, i don't know if it exists.

Post subject: Re: A wide strategy, including green (but not Simic or Bant)

Posted: 2017-Dec-05 12:36 am

Joined: 2011-Jan-16 5:36 pmAge: Elder DragonLocation: Toronto, ON

Sovarius wrote:

Hazezon can help you go wide. His problem is that any spell that poops on him poops on your army. You could maybe find a dumb card that makes his Sand Warriors lose or both of those types, i don't know if it exists.

If you ditch Hazezon before the trigger resolves on your next upkeep, you can avoid his bad stuff (Trigger to create sand warriors on the stack, sacrifice him to High Market, trigger to exile all sand warriors goes on the stack and resolves, trigger to create sand warriors resolves).

It's not a hard problem to solve, but Hazezon himself is a little out of my price range at the moment.

Post subject: Re: A wide strategy, including green (but not Simic or Bant)

Posted: 2017-Dec-05 11:34 am

Joined: 2010-Dec-10 12:16 pmAge: Elder Dragon

Ghave makes a good wide strategy - mine is fungus tribal. Generally any weenie tribal can make a good wide strategy, especially if they have token support. Though Aluren and similar shenanigans can lessen a need for tokens.

Right now my token deck is going to be a Trostani GW deck but I think Red is really needed for the Throne strategy. Impact Tremors and what not when the tokens land, do stuff with them (I think there's some "Creatures get 'tap: do 1 damage'" cards in Red), sac them with Goblin Bombardment and ping away with Goblin Sharpshooter. Lots of shenanigans!

Post subject: Re: A wide strategy, including green (but not Simic or Bant)

Posted: 2018-Jan-09 9:13 pm

Joined: 2008-Aug-08 6:34 amAge: Elder DragonLocation: Rouen, France

scatteredsun wrote:

Right now my token deck is going to be a Trostani GW deck but I think Red is really needed for the Throne strategy. Impact Tremors and what not when the tokens land, do stuff with them (I think there's some "Creatures get 'tap: do 1 damage'" cards in Red), sac them with Goblin Bombardment and ping away with Goblin Sharpshooter. Lots of shenanigans!

Post subject: Re: A wide strategy, including green (but not Simic or Bant)

Posted: 2018-Jan-11 2:13 am

Joined: 2008-Aug-08 6:34 amAge: Elder DragonLocation: Rouen, France

I got so excited about this deck that I actually broke down Norin for parts and built it (realising as I did so that I had started building a Mazarek deck before Christmas that I never got back to. Another deck to build!!)

Basically Goblin Warchief to give haste, Cryptolith Rite & Mana Echoes & Ashnod's Altar for mana and a very big Genesis Wave and Prossh, who was about to go infinite with his own altars, was toast. Vona, briefly caught with a non-hasty Vona, fell soon after.

Is it worth it to play things like Captain's Call? Or do you need more continuous generators like Verdant Force... or are those too unreliable? All the same token? Or a mishmash of whatever tokens you can generate?

Quote:

Tap them for mana with Cryptolith Rite or Citanul Hierophants. Do stuff with the mana. Dome everyone for tons.

Yep, those are definitely in the pile.

Viperion wrote:

so all my Soldiers/Saprolings/Insects/Elephants/Cats are Squirrels

What cards are you using to make those? Anything with the words 'put' 'tokens' 'battlefield' in the oracle text? What are your favourite token generators?

My favorite token strategy is Mirror Entity. It doesn't need anything else, but random tribal effects won't hurt the deck either. Eldrazi Displacer has nothing to do with tokens, but the card is a lot of fun and good with CITP token makers.

Post subject: Re: A wide strategy, including green (but not Simic or Bant)

Posted: 2018-Jan-21 11:19 am

Joined: 2013-Jul-25 1:15 pmAge: DragonLocation: Durham, England

Non-creatures with effects that can generate tokens over time can be very effective in metagames that prioritise creature interaction. Cards like Sprout Swarm, Primeval Bounty, Wolfcaller's Howl and most green planeswalkers fill this role. I use this for my mono-green super-friends control deck and I expect it would be the preference of slow, controlly token decks.

Another option is "army in a can" cards like Avenger of Zendikar. They're typically cards that are fantastic on their own and playing them in a token centric deck just makes them more fantastic.

Then there's token engines. The specifics of what you use will likely be based around your commander. A Marath token engine deck would feature lots of ramp with doubling season / hardened scales / Illusionist's Bracers effects so that Marath can generate +1/+1 counters, tokens and direct damage limited only by your giant mana pool. These are a lot like combo decks, as they skirt a very fine line between efficient, synergistic engines and infinite combos.

_________________I had a long hiatus, removed some decks, but I still love lands.